import { StatusEffect } from "#app/enums/status-effect"; import { CommandPhase } from "#app/phases/command-phase"; import { AbilityId } from "#enums/ability-id"; import { MoveId } from "#enums/move-id"; import { SpeciesId } from "#enums/species-id"; import GameManager from "#test/testUtils/gameManager"; import Phaser from "phaser"; import { afterEach, beforeAll, beforeEach, describe, expect, it, vi } from "vitest"; describe("Moves - Lunar Blessing", () => { let phaserGame: Phaser.Game; let game: GameManager; beforeAll(() => { phaserGame = new Phaser.Game({ type: Phaser.HEADLESS }); }); afterEach(() => { game.phaseInterceptor.restoreOg(); }); beforeEach(() => { game = new GameManager(phaserGame); game.override .battleStyle("double") .enemySpecies(SpeciesId.SHUCKLE) .enemyMoveset(MoveId.SPLASH) .enemyAbility(AbilityId.BALL_FETCH) .moveset([MoveId.LUNAR_BLESSING, MoveId.SPLASH]) .ability(AbilityId.BALL_FETCH); }); it("should restore 25% HP of the user and its ally", async () => { await game.classicMode.startBattle([SpeciesId.RATTATA, SpeciesId.RATTATA]); const [leftPlayer, rightPlayer] = game.scene.getPlayerField(); vi.spyOn(leftPlayer, "getMaxHp").mockReturnValue(100); vi.spyOn(rightPlayer, "getMaxHp").mockReturnValue(100); const initialHp = 1; leftPlayer["hp"] = initialHp; rightPlayer["hp"] = initialHp; const expectedHeal = 25; vi.spyOn(leftPlayer, "heal"); vi.spyOn(rightPlayer, "heal"); game.move.select(MoveId.LUNAR_BLESSING, 0); await game.phaseInterceptor.to(CommandPhase); game.move.select(MoveId.SPLASH, 1); await game.toNextTurn(); expect(leftPlayer.heal).toHaveBeenCalledOnce(); expect(leftPlayer.heal).toHaveReturnedWith(expectedHeal); expect(rightPlayer.heal).toHaveBeenCalledOnce(); expect(rightPlayer.heal).toHaveReturnedWith(expectedHeal); }); it("should cure status effect of the user and its ally", async () => { game.override.statusEffect(StatusEffect.BURN); await game.classicMode.startBattle([SpeciesId.RATTATA, SpeciesId.RATTATA]); const [leftPlayer, rightPlayer] = game.scene.getPlayerField(); vi.spyOn(leftPlayer, "resetStatus"); vi.spyOn(rightPlayer, "resetStatus"); game.move.select(MoveId.LUNAR_BLESSING, 0); await game.phaseInterceptor.to(CommandPhase); game.move.select(MoveId.SPLASH, 1); await game.toNextTurn(); expect(leftPlayer.resetStatus).toHaveBeenCalledOnce(); expect(rightPlayer.resetStatus).toHaveBeenCalledOnce(); expect(leftPlayer.status?.effect).toBeUndefined(); expect(rightPlayer.status?.effect).toBeUndefined(); }); });